Level 2 Spell: Spike Growth
  • Level: 2nd

  • Casting Time: 1 Action

  • Range: 150 ft (20 ft Sphere)

  • Components: V, S, M(seven sharp thorns or seven small twigs, each sharpened to a point)

  • Duration: C, 10 Minutes

  • School: Transmutation

  • Attack/Save: None

  • Damage/Effect: Control

The ground in a 20-foot radius centered on a point within range twists and sprouts hard spikes and thorns. The area becomes difficult terrain for the duration. When a creature moves into or within the area, it takes 2d4 piercing damage for every 5 feet it travels.

The transformation of the ground is camouflaged to look natural. Any creature that can't see the area at the time the spell is cast must make a Wisdom (Perception) check against your spell save DC to recognize the terrain as hazardous before entering it.

Classes: Druid, Ranger
Subclasses: Nature Domain, Circle of the Land (Arctic), Circle of the Land (Mountain), The Genie


Source Material: Basic Rules